EDuke32 Changelog Unofficial archive

Build 2344

14 February 2012 · 4 commits by 1 author · SVN

Builds by month 225 builds

  1. Jan

  2. Feb

  3. Mar

  4. Apr

  5. May

  6. Jun

  7. Jul

  8. Aug

  9. Sep

  10. Oct

  11. Nov

  12. Dec

Original log file · 20120214-2344.txt
------------------------------------------------------------------------
r2344 | helixhorned | 2012-02-14 15:14:07 -0800 (Tue, 14 Feb 2012) | 1 line

Fix use of an uninitialized variable in P_FindWall->FindDistance2D with noclip.
------------------------------------------------------------------------
r2343 | helixhorned | 2012-02-14 15:13:53 -0800 (Tue, 14 Feb 2012) | 1 line

engine.c: replace 0xXXXXXXXX literals with INT32_MIN/MAX; whitespace changes.
------------------------------------------------------------------------
r2342 | helixhorned | 2012-02-14 15:13:38 -0800 (Tue, 14 Feb 2012) | 8 lines

Fix a couple of out-of-bounds accesses when roaming around with noclip.

- guard cansee() against negative sectnums (return 0 immediately), since
  it's often called with the player sectnum as one argument
- in resetpspritevars(), don't inset APLAYER sprite if sectnum < 0, which
  can happen if a map is started in void space accidentally (e.g. from
  the editor)
- two checks before accessing sector[] with a player sectnum
------------------------------------------------------------------------
r2341 | helixhorned | 2012-02-14 15:13:16 -0800 (Tue, 14 Feb 2012) | 1 line

Fix sprite rendering glitches with r_usenewaspect=1 in 8-bit mode.
------------------------------------------------------------------------
r2340 | helixhorned | 2012-02-13 13:38:16 -0800 (Mon, 13 Feb 2012) | 1 line

Make 5th mouse button functional in Windows.
------------------------------------------------------------------------
FixEngine

Fix a couple of out-of-bounds accesses when roaming around with noclip.

Philipp Kutin (Helixhorned) 14 Feb 2012, 15:13 UTC−8 r2342

- guard cansee() against negative sectnums (return 0 immediately), since it's often called with the player sectnum as one argument - in resetpspritevars(), don't inset APLAYER sprite if sectnum < 0, which can happen if a map is started in void space accidentally (e.g. from the editor) - two checks before accessing sector[] with a player sectnum